Doom 3: Phobos is a 1 episode project which continues the story in Doom 3. It is set in between Doom 3 and its expansion pack, Resurrection of Evil. Doom 3: Phobos will feature more variation than the original 2004 game, and will bring back more of the traits that made the original Dooms successful. Doom 3: Phobos has evolved into a very extensive and ambitious project. We are well on our way of creating an unofficial expansion pack of top quality.

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Gzegzolka
Gzegzolka Apr 22 2013, 7:15am says:

So much colours :) those lines must be very helpful in navigation.

+7 votes     reply to comment
Argoon
Argoon Apr 22 2013, 10:13am says:

You guys are showing a side of idtech 4 that needed to be shown, and that is that this engine is perfectly capable of bright and colorful worlds, ok prey also did it but you guys are a steep above that, just shows how professional your work is.

+8 votes     reply to comment
SPY-maps
SPY-maps Apr 22 2013, 10:42am says:

Indeed great work Argoon, although i have to disagree with you on the point of that this engine is capable of bright worlds. Because when i mapped with it (loved the engine and editor), the main problem was light. The more and brighter the world was the lower the fps did get, one very bright light could even bring it down to below 5 or so. But, maybe things
have changed over the years with this engine.

That said, love the mapping shown on the screens, although i personally do think those colored lines in the floor are a bit much. Quit quick such things start to feel like a disco or a rainbow.
But as i said, this is just my personal opinion. Maybe many other people do like such distinctive colors every were.

much success,
Leon

+1 vote     reply to comment
Vynzent
Vynzent May 17 2013, 9:46pm replied:

I agree the rainbow lights are too much, though about bright worlds I have seen many examples already of Doom3 maps in open, bright environments ;)

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Argoon
Argoon Jul 14 2014, 2:59pm replied:

The problem with performance on original idtech 4 lights was not the brightness of them was lights intersecting with each other, because lights make the geometry render every frame for light boundingbox, two lights intersecting each other chining on the same geometry would make it render two times in a frame, so you needed to be very careful with that, does the somewhat darker environment of Doom 3. But if you plan your lighting well (no more than four lights visible per frame) and make use of ambient lights then you can make a bright environment that performs well.

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Apr 22nd, 2013
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